Twilight 1.96 Change Log

Twilight 1.96 Change Log

The update to 1.96 should show up on Stardock Central and Impulse shortly. If it doesn't show up for you, try switching to server US-1 (that's the first one it gets copied to) and refresh your XML data.

If, after updating with Stardock Central, your titlescreen still says 1.95 or earlier, see below the change log for instructions on how to force it to re-update.

+ NEW: Clicking on Race Logos on the Civ Manager>Timeline>Legend screen will toggle them on/off in the timeline

+ NEW: Added option to change the zoom speed

+ TWEAK: Legend screen only lists the races you know

+ TWEAK: Increased the max value the edge scroll speed could take in the options window

+ FIXED: Arcean planet improvement "Cathedral of Valor" now gives the 33% planetary defense bonus that it mentions in its description. Still working on a solution for the soldiering bonus.

+ FIXED: PlaceAgentWnd: Next and previous buttons should only show planets that you know about (aren't hidden in the FOW)

+ FIXED: We believe that we have fixed the crash when placing a spy but it's hard to reproduce so it may just not have come up during testing.

+ FIXED: Now if a starbase can't install any modules, the starbase details and intel windows say "No modules available" rather than "0/0"

+ FIXED: The “auto-attack bug,” where you would have to click on a ship in auto-attack mode after it had won a battle for it to pick another target, also leaving the turn button hidden without proceeding with the turn

+ FIXED: Bug where if an empty string was read from the registry, the function would still return true, which would make it impossible to submit games to the metaverse.

+ FIXED: Bug where some of the functions that create ship nodes were passing in parameters in the wrong order, which could cause crashes and possibly invisible ships, but you might now have funny looking ships if for some reason it fails to find your user designed ship data. Again, we recommend NOT overwriting ship designs.

+ FIXED: Bug where going to the PlaceAgentWnd from the GNN would result in the GNN not coming back

+ FIXED: Invalid Call bug when Alt-Tabbing which was caused by the device not being ready to Reset. It could still be caused by other things, but it should be much more rare now.

+ FIXED: Bug where improvements that had ManualDestruct set to 0 were still setting it as true, which allowed you to still destroy and rebuild weather control, etc

UPDATE: We posted another update that fixes the problem with the ship components that you don't have techs for showing up in the ship design screen. This bug was also the cause of the AI not doing anything and the cause of a crash.

--------------

If SDC is showing the latest version installed but your titlescreen does not say the correct version, you can either try re-installing or you can edit the registry to force it to re-update.

Here are instructions on how to edit the version string in the registry:

First, close Stardock Central. Go to Start->Run and type in regedit. On Vista, type it in the search box. As soon as the registry opens, click on the My Computer icon and choose File->Export to backup the registry.

The install info for GalCiv2 is under HKEY_LOCAL_MACHINE, in the path Software\Stardock\Drengin.net\GalCiv2\Twilight.

Just change the version string to a lower number and when you restart SDC, it should show the update button again.

Here are instructions to make sure that you get the latest version once you've either re-installed or changed the version string in the registry:

Befiore installing the update, go to Tools->Settings and click on Internet. US-1 is usually the best choice for servers because sometimes we have sync errors with US-2. Click Refresh XML Data. Also, if you have the setting turned off to check for updates to Stardock Central, turn it back on and then re-start Stardock Central. If Stardock Central finds an update, let it update then restart SDC when prompted.

So you are working on implementing civ wide bonuses for normal PI? That would be great

Well, since the Cathedral of Valor isn't a super project, it won't work to give a civ wide bonus. So what we are thinking about doing is making it so that transports can have an invasion bonus, which they will get if they are built on planets with the Cathedral of Valor on them.

Please, *heavilybegging* , consider making a normal PI with PlacementLimit=1 being an abstract SuperProject or something like this.I would love to implement what I think is a nice idea into my mod, but I can't do it If you are interested, have a look here please.However, thanks for answering my question, your solution is also a nice idea, btw

Another update! Excellent! Hey, Cari..I sent you guys a saved game with the issue of having a ship frozen in the lower corner of the screen that seemed to do nothing but occupy the lower corner of the screen. It was not recognized by my cursor. I have also had that issue with Terror Stars (long) after I had fired them. In fact, I had a game where the Terror Star basically became an ornament on the screen after I used it. Even the enemy ships were ignoring it. Did anyone have a chance to check that out?

Hey, Cari..I sent you guys a saved game with the issue of having a ship frozen in the lower corner of the screen that seemed to do nothing but occupy the lower corner of the screen. It was not recognized by my cursor. I have also had that issue with Terror Stars (long) after I had fired them. In fact, I had a game where the Terror Star basically became an ornament on the screen after I used it. Even the enemy ships were ignoring it. Did anyone have a chance to check that out?

No, not yet. If you sent it to gc2bugs@stardock.com, I haven't caught up there yet; I've been concentrating on the support e-mails.

There seems to be a slight problem with this update, when I go into the ship designer I see components that are normally associated with the minor race tech tree, no matter what default race I play as. Now, if I don't have the tech for a particular component then the ship will not show up in the list of things to build (so not really exploitable) but it does make things confusing.

There seems to be a slight problem with this update, when I go into the ship designer I see components that are normally associated with the minor race tech tree, no matter what default race I play as. Now, if I don't have the tech for a particular component then the ship will not show up in the list of things to build (so not really exploitable) but it does make things confusing.

Just had a user come in IRC reporting that, so I actually already have a fix, but the people who can put up an update to Twilight have gone home. So here's a zip:

Cari, I also have that bug where I see ALL ship components (weapons, etc) in my designer regardless of whether I have researched them or not.

Further Bug: In my game (tough difficultly with associated intelligence), none of the AIs are building military ships and they also are not building star bases or construction ships (although they built colony ships early on). I did alt-tab at one point, and when I returned that seems to be when the lack of building started. Perhaps the fix for the crash now disables the AI instead of crashing?

Cari, I also have that bug where I see ALL ship components (weapons, etc) in my designer regardless of whether I have researched them or not.Further Bug: In my game (tough difficultly with associated intelligence), none of the AIs are building military ships and they also are not building star bases or construction ships (although they built colony ships early on). I did alt-tab at one point, and when I returned that seems to be when the lack of building started. Perhaps the fix for the crash now disables the AI instead of crashing?

It's probably the same bug as the ship components bug. You can try the zip file and see if that helps

I have both SDC and impulse installed and they are not in sync. Impulse shows DA as fully updated but SDC prompts me to update to an earlier version (1.80g.100 vs 180g.103). If I update as sdc requests and then open impulse, it prompts me to updtae to .103, and so the circle goes.

I know that I can ignore SDC but is there any way to fix it so they are in sync?

If uninstalling SDC is an option, that might do but I have gathered that SDC is still useful at this point.

Well, see - this is exactly the kind of techno 'glitch' wiz talk i'd love to read about in the upcoming TA pdf guide. Some of the options are completely "mysterious" to many of us - as to explaining what something REALLY does.

I would also support MrKorx' request about re-vamping the PI limitations to some degree as these options would open up huge modding features to us all.

Besides, i DO have some personal favorite enhancements (as shown in the Slam_My_Game earlier thread) and i trust, you and anyone else are working at these and many more, also; Espionage Enhanced, soon (Pivotal - gameplay wise, btw). Tiles renaming flaw & Queries not corresponding with clicked empties. Etc.Fixing is one thing (important enough, i guess) but i'd love to see *Adding* once in awhile too... please?

The far-away asteroids mining only gives me 1 mp altogether... why?While i can hand over precious techs in a trade deal to AIs for **all** of their Miners as often as i wish for tactical reasons - i might as well gain a worthy benefit for this tricky looooong distance call, wouldn't you agree?Flipped_Decommission_Rebuild_Blockade-The-Tile - it pays up in the long term.

How about 2 to 5 points relative to a full sector width or cranking up the whole schema to give local built in HomeSystems even a maximum of 10_20+!!

Impulse shows DA as fully updated but SDC prompts me to update to an earlier version (1.80g.100 vs 180g.103). If I update as sdc requests and then open impulse, it prompts me to updtae to .103, and so the circle goes.

I know that I can ignore SDC but is there any way to fix it so they are in sync?

If uninstalling SDC is an option, that might do but I have gathered that SDC is still useful at this point.

That last number isn't an earlier version. Kryo has commented on a few posts on the .100 vs .103 thing and said it's just an internal number and it has no effect on the game itself.

If that can be any help to you Carielf, i think i may just have figured out this morning what it is exactly that causes this "messy" renaming of tiles.

It isn't a flaw persay, in fact. As i was testing the XW_Interceptors' custom system (5 specific surfaces coloring which must adhere to the newly added TerrainColorSchemes of pseudo-Extremes including their individual modded queries) to deploy their RAWS with precision and effective calculations of height gaps, etc...

1- Once we scan our very first planet and click on every tiles present - these "references" get memorized somewhere. Sealed up from any further accessing.

2- Upon colonizing the second nearby planet; that "invisible" grid or framework of the previous 72 tiles is transfered as is from the earlier memory stack. Empties on THAT one, get the new tile naming which supplements the memorized listing of all but the 12x6 links to those extra (newly scanned for) or earlier (stuck, from now on!) tiles.

3- And, looping on with any other new planets until a "finished" group of locations is determined and sticks all the way till the end of gameplay!

Thus, cutting off this temporary (or sequential) memory stacking process somehow or even, resetting it every time a planet gets loaded up for inspection *should* fix IT. I guess. Maybe. If ever.

Lemme know, please would you -- since, this is afterall the most annoying "bug" that's been foolishly enforcing me into wacky mindsets every time i play.